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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Alarm box
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d8e1459194
commit
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15 changed files with 581 additions and 401 deletions
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@ -1,16 +1,34 @@
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using Godot;
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using System;
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using Cirno.Scripts;
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public partial class Camera : Node2D
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public partial class Camera : Enemy
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{
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private AnimatedSprite2D _sprite;
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private GameManager _gameManager;
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///private AlarmManager _alarmManager;
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public override void _Ready()
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{
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base._Ready();
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_gameManager = GetNode<GameManager>("/root/GameScene");
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//_alarmManager = _gameManager.AlarmManager;
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_sprite = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
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_sprite.Play("full_scan");
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}
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protected override void Shoot()
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{
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_gameManager.AlarmManager.SoundAlarm(this.GlobalPosition);
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}
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}
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32
Scripts/AlarmManager.cs
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32
Scripts/AlarmManager.cs
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@ -0,0 +1,32 @@
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using Godot;
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namespace Cirno.Scripts;
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public partial class AlarmManager : Node2D
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{
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public bool IsAlarmOn { get; private set; } = false;
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public Vector2 LastAlarmPosition { get; private set; } = new Vector2();
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[Signal]
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public delegate void AlarmEnabledEventHandler(Vector2 location);
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[Signal]
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public delegate void AlarmDisabledEventHandler();
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public void SoundAlarm(Vector2 location)
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{
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if (IsAlarmOn) return;
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IsAlarmOn = true;
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LastAlarmPosition = location;
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EmitSignal(nameof(AlarmEnabled), location);
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GD.Print($"Alarm sounded at {location}");
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}
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public void DisableAlarm()
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{
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IsAlarmOn = false;
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EmitSignal(nameof(AlarmDisabled));
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}
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}
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182
Scripts/Enemy.cs
182
Scripts/Enemy.cs
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@ -26,31 +26,29 @@ public partial class Enemy : CharacterBody2D
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private bool IsPlayerInRange => _playerDetection is { IsPlayerInRange: true };
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private bool IsPlayerInSight => _playerDetection is not null && _playerDetection.IsPlayerInSight(CollisionMask);
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private Vector2? _lastPlayerPosition = null;
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[Export]
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private PlayerDetection _playerDetection;
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[Export]
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private bool _navigationEnabled = false;
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[Export] public bool NavigationEnabled { get; set; } = false;
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public bool NavigationEnabled
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{
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get => _navigationEnabled && _navigationAgent != null;
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set => _navigationEnabled = value;
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}
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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_currentHealth = Health;
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_navigationAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
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//var asdf = GetNode<ProximityPlayerDetection>("PlayerDetection");
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//_playerDetection = GetNode<PlayerDetection>("PlayerDetection");
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//CallDeferred("Setup");
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_navigationAgent = GetNodeOrNull<NavigationAgent2D>("NavigationAgent2D");
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}
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// private void Setup()
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// {
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//
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// }
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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@ -90,41 +88,54 @@ public partial class Enemy : CharacterBody2D
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{
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_lastPlayerPosition = _playerDetection.CachedPlayer.GlobalPosition;
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}
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if (NavigationEnabled)
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{
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if (_lastPlayerPosition.HasValue)
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{
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_navigationAgent.SetTargetPosition(_lastPlayerPosition.Value);
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}
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var currentAgentPosition = GlobalPosition;
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var nextPathPosition = _navigationAgent.GetNextPathPosition();
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var newVelocity = currentAgentPosition.DirectionTo(nextPathPosition) * (float)(WalkSpeed * delta);
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// Navigation is over, can do other things like shooting
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if (_navigationAgent.IsNavigationFinished())
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{
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// Shoot player
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if (IsPlayerInSight)
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{
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Shoot();
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}
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// TODO: If player totally left the max range it should stop shooting and go back to idle
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return;
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}
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if (_navigationAgent.AvoidanceEnabled)
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{
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_navigationAgent.SetVelocity(newVelocity);
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}
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else
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{
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_on_navigation_agent_2d_velocity_computed(newVelocity);
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}
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if (_lastPlayerPosition.HasValue)
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{
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_navigationAgent.SetTargetPosition(_lastPlayerPosition.Value);
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}
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var currentAgentPosition = GlobalPosition;
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var nextPathPosition = _navigationAgent.GetNextPathPosition();
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var newVelocity = currentAgentPosition.DirectionTo(nextPathPosition) * (float)(WalkSpeed * delta);
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// Navigation is over, can do other things like shooting
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if (_navigationAgent.IsNavigationFinished())
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{
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// Shoot player
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Shoot();
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// TODO: If player totally left the max range it should stop shooting and go back to idle
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return;
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}
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if (_navigationAgent.AvoidanceEnabled)
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{
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_navigationAgent.SetVelocity(newVelocity);
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MoveAndSlide();
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}
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else
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{
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_on_navigation_agent_2d_velocity_computed(newVelocity);
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if (IsPlayerInSight)
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{
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Shoot();
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}
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}
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MoveAndSlide();
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break;
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case EnemyState.Patrolling:
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@ -140,96 +151,15 @@ public partial class Enemy : CharacterBody2D
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}
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// private void HandlePlayerDetection()
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// {
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// if (_cachedPlayer == null)
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// {
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// return;
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// }
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//
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// if (IsPlayerInSight())
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// {
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// // Update player position only if player is in sight
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// // if (NavigationEnabled)
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// // {
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// // _navigationAgent.SetTargetPosition(_cachedPlayer.GlobalPosition);
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// // }
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// //Shoot();
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//
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// _currentState = EnemyState.Alert;
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// }
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// }
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private void Shoot()
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protected virtual void Shoot()
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{
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if (EquippedWeapon == null || !_lastPlayerPosition.HasValue) return;
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// Shoot at the player's last known position
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EquippedWeapon.ShootDirection = (_lastPlayerPosition.Value - this.GlobalPosition).Normalized();
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EquippedWeapon.Shoot();
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// // SHOOT
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// var bullet = this.CreateChild<Bullet>(BulletScene);
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// // var bullet = BulletScene.Instantiate<Bullet>();
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// // Owner.AddChild(bullet);
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// // bullet.Transform = this.GlobalTransform;
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// // bullet.Position = this.Position;
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// bullet.SetDirection((_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized());
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// bullet.Speed = BulletSpeed;
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//
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// _ammo -= 1;
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//
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// if (_ammo <= 0)
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// {
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// _ammo = BulletCount;
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// _cooldownTimer.Start(ReloadTime);
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// }
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// else
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// {
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// _cooldownTimer.Start(RateOfFire);
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// }
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}
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// private bool IsPlayerInSight()
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// {
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// var spaceState = GetWorld2D().DirectSpaceState;
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// var query = PhysicsRayQueryParameters2D.Create(this.GlobalPosition, _cachedPlayer.GlobalPosition, CollisionMask, new Godot.Collections.Array<Rid> { GetRid() });
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// var result = spaceState.IntersectRay(query);
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//
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// // If count is 0 then the player is in sight, otherwise there is level geometry in the way
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// return result.Count == 0;
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//
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// // if (result.Count > 0)
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// // GD.Print("Hit at point: ", result["position"]);
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// }
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// private void _on_player_detection_area_entered(Area2D area)
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// {
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// // Assume area is player for now
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// if (area is InteractionController player)
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// {
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// Debug.WriteLine("Enemy detection area Entered by interaction controller");
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//
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// _cachedPlayer = player;
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//
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// _isPlayerInRange = true;
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// // if (_currentState is EnemyState.Idle)
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// // {
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// // _currentState = EnemyState.Primed;
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// // }
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// }
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// }
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//
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// private void _on_player_detection_area_exited(Area2D area)
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// {
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// _isPlayerInRange = false;
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//
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// // if (_currentState is EnemyState.Primed)
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// // {
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// // _currentState = EnemyState.Idle;
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// // }
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// }
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private void _on_damage_hitbox_area_entered(Area2D area)
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{
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@ -17,8 +17,12 @@ public partial class GameManager : Node2D
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public Marker2D PlayerSpawnMarker { get; set; }
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private InventoryManager _inventoryManager { get; set; }
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private AlarmManager _alarmManager { get; set; }
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public InventoryManager Inventory => _inventoryManager;
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public AlarmManager AlarmManager => _alarmManager;
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private Node2D _bulletsContainer;
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public Node2D BulletsContainer => _bulletsContainer;
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@ -31,6 +35,8 @@ public partial class GameManager : Node2D
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_inventoryManager = GetNode<InventoryManager>("InventoryManager");
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_alarmManager = GetNode<AlarmManager>("AlarmManager");
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SpawnBulletsContainer();
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if (PlayerSpawnMarker != null)
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49
Scripts/Interactables/AlarmBox.cs
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49
Scripts/Interactables/AlarmBox.cs
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@ -0,0 +1,49 @@
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using Godot;
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namespace Cirno.Scripts.Interactables;
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public partial class AlarmBox : Interactable
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{
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private GameManager _gameManager;
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private AnimatedSprite2D _sprite;
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public override void _Ready()
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{
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base._Ready();
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_gameManager = GetNode<GameManager>("/root/GameScene");
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_sprite = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
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_gameManager.AlarmManager.AlarmEnabled += AlarmManagerOnAlarmEnabled;
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_gameManager.AlarmManager.AlarmDisabled += AlarmManagerOnAlarmDisabled;
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}
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private void AlarmManagerOnAlarmDisabled()
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{
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GD.Print("Playing disabled alarm");
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_sprite.Play("default");
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}
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private void AlarmManagerOnAlarmEnabled(Vector2 location)
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{
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GD.Print("Playing enabled alarm");
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_sprite.Play("alarmed");
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}
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public override bool Activate()
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{
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if (MeetsRequirements() && _gameManager.AlarmManager.IsAlarmOn)
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{
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_gameManager.AlarmManager.DisableAlarm();
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// disable alarm
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GD.Print("Alarm disabled");
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return true;
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}
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return false;
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}
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}
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